Horizons How do you manage all your builds and modules?

Ok, I have a fully engineered Python and AspX. I also like to take a DBX, Courier and Clipper for a spin. Many engineered modules can be used in multiple ships. For example, my very good G5 FSD can be used in four of my ships. I have done enough grinding, so i just dont't want to engineer 5 FSD's...

What kinda drives me crazy is the process of switching modules between ships. First find the ship with the wanted module. Get into outfitting and put the modules into storage. Etc...
With many engineered modules this becomes more and more confusing.

How do you manage your shipyard and modules?
 
5 dropships for the weapons.

and i decided against transferring moduls that much. my dbe is has my best class 5 fsd, my second dbe my second best, my trading python my third best, my mission running python my forth best,, and on all down to my mining clipper ... when i engineer modules like thrusters, fsd i transfer 5-10 of those moduls, and do 1 roll on each - in that way i have by now ~25 engineered ships, all ready to go anytime.

part of the fleet is at founders world, others where i'm currently playing, and some around maia, and i have a surface explorer eagle close to some fumarole locations for material collection.
 
In Outfitting there is a tab with all stored modules...i just sell everything that is not engineered and not sooooo expensive like an 8a pp...The ships are parked in certain Spacestations...eg. T9 in Moyot for mining, ...and i move between them with my 'Cobra Taxi'.
 
Like Goemon I don't do as much swapping as I used to. I use Anacondas for additional storage and transporting multiple modules to engineers for upgrades.

Frequent swapping runs the risk of losing a prized upgraded module by a dumb mistake and an inadvertent mouse click.

Early on, swapping is useful, but as you accumulate ships and engineer them for specific uses, it becomes a better practice to modify each ship as needed.

HTH
 
I don't switch modules.
I have 30 ships each one fully A-grade equipped (except jump-optimized traders and explorerships), around 10 full engineered and around 5 half way engineered.
The only ship where i switch modules is at one of my Pythons. Sometimes she is the trade Python with 264t cargo capacity, sometimes i switch all the cargoracks against passenger cabins.
I don't need a list, i can keep the purpose of each ship in my mind ;)

In storage there is only an optional fuelscoop for the trade cutter and a dozen packhounds. I've bought lots of them and have left li-yong-rui. Only reason why i have pledged with him for 4 weeks :D
 
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10 full engineered and around 5 half way engineered.

i have to say that some of my "second rate"- ships are most fun to fly ... like my eagle with some moduls grade 3/4 for my speed courier originally, or my salvage viper mkv, having a wild combo of rolls for other ships, and tends to overheat as soon as i yaw the slightest above a >1 G surface.
 
I did it this way.
I bought 5x 5A FSD from Jameson Memorial then took a Clipper to Felicity.
I called over the 5 drives to her base.
I rolled for a G5 Increased range FSD. Accepted it. Stored it. Fitted a fresh 5A FSD.
Did this 5 times.
I looked at the specs of the 6 drives I had rolled and picked the best one for that Clipper.
Then I headed back to Jameson Memorial and called the 5 drives over.
I fitted them into my other Clipper, 2 mining Pythons and 2 GP Asps.

Sure, some of the rolls aren't fantastic, but they're still a decent increase on standard non-engineered FSD range. There's always the option to go back and gamble for a better roll at a later date.
My favourite Clipper is engineered to the gills and I'm completely happy with how she's turned out. She's heavy with armour, shields, weapons etc, so she's only got 29ly.
I'm using the other Clipper for an expedition right now and it's got a 40ly jump range.
 
'Manage'?

Step 1: Notice that the ship I want (from my extensive shipyard of three ships) is a long way away, with completely the wrong loadout.
Step 2: Swear copiously.
Step 3: Transfer to station, and put the kettle on. Or get a bottle of wine out, depending on mood.
Step 4: Root around in stored modules for a while.

Is there another way to do it?
 
well, thanks for all the input. Interesting how you handle it :)
I guess I will need to hire a module manager...
 
If I want a different build I just buy a new ship and go and engineer that. Much simpler.

Although largely I don't want different builds. Nobody is planning on a trade Corvette, a mining Cutter or an DB Scout Taxi. The only ship that regularly gets bits moved around on it is my Python, but that's only because it is one of a kind with no ships remotely similar available. A distinct weak-spot in the ED Ship range.
 
I use a spreadsheet to track everything, from all the modules on my 20 ships to the location of my 27334 first discoveries. I also update all the materials and data that I have on hand so I knowat a glance what I need to be on the lookout for. I have all my spreadsheets running on a second computer so I can refer to them without having to switch screens while playing.

I was doing the module switch with all my ships but have decided against continuing that practice, so am in the process of upgrading all the modules on all ships, by doing it the old way I couldn't ever call a ship to a new location because I would leave it basically stripped at home station. I categorize what each ships mission is and engineer it for that profile, I will never use the Vulture as a long range ship since it has such poor jump range even upgraded. If you engineer it for distance then the ship is useless for anything else. So I just use mine as a fun BH local ship. If I wanna go far away to BH, will use the Conda or Cutter.
 
I like my ships to be unique, persistent things. So each one has its own set of modules and I don't routinely swap them between ships.
 
I have four ships, each has a unique mission according to its' design and capabilities.

Each has its' own set of equipment and modules and a few spares, not many. I will add fuel scoops, tanks, scanners as required for a mission but they all usually keep a standard load-out.

Corvette and FDL for full combat, Anaconda for transport and long range, Python as the SUV. All are well armed and shielded and can be tanked.

No issue w/ keeping track of anything.
 
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